#Mirage

1 messages ยท Page 24 of 1

solemn ridge
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LOl

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They all kind of suck

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Ngl

solemn ridge
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I however am probably gonna get the filter for OBS only to lower the gpu usage that Broadcast uses

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That might fix the mic chopping issue

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might also help with laughter we'll see

buoyant jacinth
solemn ridge
buoyant jacinth
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Unironically - looking into intel arc for av1 recording might be curious

solemn ridge
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I removed the Nvidia Broadcast app, I never even knew it had an issue with increasing gpu usage tbh I just got rid of it cus it was causing too many audio issues

buoyant jacinth
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Maybe some power restraint for whatever reason?

dark brook
solemn ridge
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The App unfortunately is abandoned

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and hasn't been updated in a long time so

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It explains a lot

buoyant jacinth
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Besides it was about just normal streaming, i think, for which arc should not really have a lot of issues

solemn ridge
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It mostly happened when launching games audio would become choppy for a bit

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The Broadcast app is just poorly designed

buoyant jacinth
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Actually in Phasmophobia i had audio being choppy due to my cpu being shit, i think, kinda fun how somewhere it's gpu and in other places it's cpu

solemn ridge
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Phasmophobia also just recently got sorta optimized but even still it's most recent update is having performance issues I know Insym went on a rant recently about it

buoyant jacinth
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Idk, i've been cramping settings to max, 3060 seems to handle it fine(1080p 120fps). I would assume you got better gpu

shrewd moon
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anyone know what is the problem ? everytime I install mirage the game don't start and crash handler load

deft cape
shrewd moon
shrewd moon
# deft cape ur probably missing dependencies, i recommend just getting r2modman

BepInEx-BepInExPack-5.4.2100
299792458-MoreMoneyStart-2.1.0
AinaVT-LethalConfig-1.4.2
Bobbie-MetalRecharging-1.0.0
KoderTeh-Boombox_Controller-1.2.4
Rune580-LethalCompany_InputUtils-0.7.7
Midge-PushCompany-1.2.0
FlipMods-TooManyEmotes-2.1.25
Shadow3layer-Infinite_Running-1.0.0
x753-More_Suits-1.4.3
Verity-TooManySuits-1.1.0
NomnomAB-RollingGiant-2.6.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.1
Evaisa-LethalThings-0.10.6
x753-Mimics-2.6.3
quackandcheese-ToggleMute-1.3.1
Gemumoddo-LethalEmotesAPI-1.13.1
Gemumoddo-BadAssCompany-1.1.11
FlipMods-ReservedItemSlotCore-2.0.31
FlipMods-ReservedFlashlightSlot-2.0.6
FlipMods-ReservedWalkieSlot-2.0.5
5Bit-VoiceHUD-1.0.4
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.2
qwbarch-Mirage-1.8.1

eternal bridge
graceful latch
eternal bridge
eternal bridge
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Agrnt

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Agent

deft cape
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sorry wasn't able to help

chilly raven
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Id probably just lower the mods in the pack until it works

deft cape
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well that's a first

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hesa found out mirage doesn't let you join a lobby

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and the solution was to use a vpn

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and now it works

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but mirage just uses steam's network ๐Ÿค”

shrewd moon
amber grove
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plus Mirage has that functionality already in it right, just disabled on default

rain mountain
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you're thinking of skinwalkers

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mimics is a different mod

amber grove
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oh this is the ||door ||mod isn't it

amber grove
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anything that isn't necessary to gameplay should be removed one by one til you find the conflict

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I noticed that KarmaForBeingAnnoying in your modlist never had the loaded line, just loading, so maybe that's the cause

shrewd moon
amber grove
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if a vpn fixed it, maybe you're having some weird networking issue

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potentially with a late lobby join mod or a large lobby mod

solemn ridge
solemn ridge
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XD

deft cape
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LMAOO wtf the "js said i'm down" was such a good followup clip

solemn ridge
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XD

shrewd moon
solemn ridge
green knot
solemn ridge
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Yes

deft cape
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lmao what mod is that

solemn ridge
spring laurel
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Oh god, what does super large sound like

light jacinth
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darth vader? :0

solemn ridge
solemn ridge
solemn ridge
deft cape
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LOOOOOOOL THATS SO PERFECT

solemn ridge
chilly raven
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Ever see if the AI getting set to outside by mirage was the cause of that bug?

deft cape
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ah i forgot about it

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i'll look at it tomorrow

solemn ridge
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LOL

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I love how the normal tulip snake sounds aren't touched

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But the voice mimicing

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๐Ÿ˜ญ

livid rose
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Man this mod combiend with GI's changes to masked enemies made it real fuckin confusing. I hadnt known they could also get the equipment of people so i saw one with a flash light and assumed it was my friend cuz they responded to em whenever I spoke and then ended u prealizing it was a mimic when they said a weird line and got chased int oa dead end room lmaoo

chilly raven
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GI's changes?

livid rose
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checks Oh GI and Mirage make the same changes im just a lil dummy, tho GI makes it so they dont spin so much on the radar which caught my friend off guard

deft cape
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oh yeah maybe i should disable radar spinning as well

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didn't know GI allows masked to carry equipment now though, that's nice

livid rose
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Im p sure its cuz GI has the F for flash light button so it puts the flash light on your shoulder and the masked will keep that which is neat and caught me entirely off guard as i hadnt known aha

chilly raven
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Yeah model attachment mods will do that. Like how reserved item mods will add items to a masked mimicking a player

amber grove
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Oh, i thought the reservedflashlightslot did the shoulder thing

livid rose
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It might be that one and i spaced out ob the mods that do little thingd lioe that aha

weak lance
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hey this is a super random feature request

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but im curious

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how easily could you implement only haunted players being allowed to hear ghost girl when her player voice is enabled

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would be sorta cool

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i guess it kinda defeats the point of voice synching but it is sorta weird hearing player voices from the ghost girl who basically doesn't exist on your client

weak lance
rain mountain
weak lance
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maybe im just confused

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but i'm pretty sure i've noticed player voices coming from nowhere when im not being haunted

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having only masked, ghost girl, and dogs enabled

rain mountain
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dress girl should be muted when she's invisible, not sure about only being heard by the haunted player though

deft cape
sterile orchid
deft cape
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are you using a mod manager or are you manually editing configs

rain mountain
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that looks like gale's ui to me

sterile orchid
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its gales

wicked wedge
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it seems it crashed whilst a masked was attempting to mimic a player who was scaled with little company, the player in question also had a modelreplacementapi suit on at the same time

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all mods mentioned are on their latest versions

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im not sure which mod mentioned is causing the issue, but i figured to post it here since its an issue with masked it seems

deft cape
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in any case i'd report that to gale instead, that's not a mirage issue

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@wicked wedge these are the last errors in the logs, i'd recommend looking into those mods instead

[08:24:08.2299119] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LittleCompany.components.ItemScaling.ResetItemProperties () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
LittleCompany.components.ItemScaling.OnDestroy () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
UnityEngine.Object:DestroyImmediate(Object)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:AddReservedItemsToMaskedEnemy(MaskedPlayerEnemy)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:Update(MaskedPlayerEnemy)
MaskedPlayerEnemy:DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)

[08:24:08.2299119] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LittleCompany.components.ItemScaling.ResetItemProperties () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
LittleCompany.components.ItemScaling.OnDestroy () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
UnityEngine.Object:DestroyImmediate(Object)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:AddReservedItemsToMaskedEnemy(MaskedPlayerEnemy)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:Update(MaskedPlayerEnemy)
MaskedPlayerEnemy:DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)
rain mountain
solemn ridge
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Yeah

solemn ridge
pliant olive
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do I need all 3 dependencies? because everytime I try to place the one and then the other, it tells me to replace the current files of the first one I had

dark brook
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i think you just accept if you're installing manually

pliant olive
dark brook
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just replace it and it'll work

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if you're doing everything correct

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cause its replacing the same files every package has

pliant olive
dark brook
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wont matter

deft cape
deft cape
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if it just started happening it's def another mod screwing with something they shouldn't be

rain mountain
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i noticed it a few sessions ago, if that's the case i'll do the standard trouble shooting stuff

deft cape
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kk lmk how it goes

rain mountain
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@deft cape i have narrowed it down to a specific mod: StarlancerMoons

gritty gorge
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Huh?? For mirage??

spare comet
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could someone tell me why the config isnt generating?

quartz grove
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maybe its just tired

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Mirage configs does a lot of work keeping the configs together

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they need a nap

lilac saffron
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guys I got accepted into my dream uni lessgoo

lilac saffron
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Thank u thank u

spare comet
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so what should I do

deft cape
deft cape
deft cape
spare comet
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nvm it works now

deft cape
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ah nice

spare comet
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Ive got the game dir wrong

lilac saffron
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I got into computer science to be specific

deft cape
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also just an update on v2: sorry for the constant delays, i'm just really burnt out so i keep end up getting side tracked. currently taking a break from mirage for a bit again just to play the new path of exile league for a bit, and then i'll resume work on mirage afterwards, which is hopefully going to be the beta test soonafter

deft cape
quartz grove
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it needs its sleepies

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its worked so hard

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its needs a choccy milk too

gritty gorge
lilac saffron
twilit monolith
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What is your code trying to do there?

deft cape
# twilit monolith What is your code trying to do there?

the specific line that's erroring is just looping through each SpawnableEnemyWithRarity that exists in each level, and then checks if enemy.enemyType.enemyPrefab.GetComponent<MaskedPlayerEnemy>() is null.
the problem here seems to be that enemy (the SpawnableEnemyWithRarity) is null, or what it references is null

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and if the SpawnableEnemyWithRarity itself is null, there's a null being added to the level.Enemies list

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forgot to mention, @rain mountain if u want a quick fix for that you can just set EnableOverrideSpawnChance to false, and use something else to modify the spawn rates

twilit monolith
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Hm. My understanding is that LLL should swap out my blank reference for the appropriate vanilla asset, so I'm not sure why that's happening, but I'll be updating my moons to a more compatible SelectableLevel format, since it interferes a bit with LethalCompanyVariables
@rain mountain do you use LCV by any chance?

rain mountain
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nah i don't

twilit monolith
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Well, still may be related anyhow

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Might wait for v60 since that's looming over us. Just got back from a vacation and started on building a new deck for my house, and I'm quite tuckered out ๐Ÿคญ

deft cape
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v60 is coming soon already? that was fast

solemn ridge
weak lance
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it's going to include new creatures

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as many as 3

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new scraps and new tiles are confirmed with "new interiors" as a maybe

solemn ridge
solemn ridge
weak lance
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idk where you heard "mechanic reworks" because he hasn't said anything about that in the official channels

solemn ridge
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Someone said that's what was on the Patreon before

weak lance
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new interiors have been a can kicked down the road for a while now, and i'm a bit skeptical he'd have time for them with how quickly v60's turnaround was

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but it is still on the table nonetheless

solemn ridge
kind gust
solemn ridge
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Well I hope the Vain Shrouds get some changes

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Badly

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They suck horribly atm

kind gust
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๐Ÿ™

twilit monolith
solemn ridge
spring laurel
wary garnet
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is there a possibility to make masked turn into a player ragdoll upon death? It would be great to troll friends with, because they'd think they just killed a real person

deft cape
deft cape
lilac saffron
wary garnet
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aw well that's ok. Don't overwork yourself!

deft cape
lilac saffron
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great

solemn ridge
deft cape
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LMFAOOO

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the coilhead even laughed at you right after you laughed

solemn ridge
deft cape
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oh i thought it was the coilhead again ๐Ÿคฃ

spring laurel
spring patio
#

[20:39:27.8098033] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
[email protected] (SpawnableEnemyWithRarity enemy) (at /Mirage/Patch/RegisterPrefab.fs:75)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (SpawnableEnemyWithRarity delegateArg0) (at <b856c24b535e00050667e0cdf092dac6>:IL_0000)
System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) (at <787acc3c9a4c471ba7d971300105af24>:IL_004C)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (Microsoft.FSharp.Core.Unit unitVar0) (at /Mirage/Patch/RegisterPrefab.fs:78)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] guard, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] body) (at /Mirage/Patch/RegisterPrefab.fs:IL_0009)
... repeats last line a dozen times.
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (System.IDisposable enum) (at <b856c24b535e00050667e0cdf092dac6>:IL_0038)
Microsoft.FSharp.Core.Operators.Using[T,TResult] (T resource, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] action) (at D:/a/_work/1/s/src/FSharp.Core/prim-types.fs:5214)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (MaskedPlayerEnemy _arg2) (at /Mirage/Patch/RegisterPrefab.fs:77)
FSharpPlus.Control.Bind.op_GreaterGreaterEquals[T,E,U] (Microsoft.FSharp.Core.FSharpResult`2[T,TError] source, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] k) (at <e68e201c5389fd652badc99bd11d87ee>:IL_0000)
Mirage.Patch.RegisterPrefab+RegisterPrefab.modify natural spawns for masked enemies () (at /Mirage/Patch/RegisterPrefab.fs:56)
(wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::Start>(TimeOfDay)

As far as I can tell everything works still. Just reporting incase you gather something from this I'm not.

rain mountain
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do you have StarlancerMoons?

spring patio
rain mountain
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that would be why. not sure when it'll be resolved

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i thiiiink it's breaking the override masked spawns setting? @twilit monolith any chance you can take a look at this now that you're able to work on modding again?

twilit monolith
spring laurel
spring patio
twilit monolith
spring patio
twilit monolith
#

Yeah I think it's just a brief thing where Mirage says "Hey, I can't see your things. SHOW THEM TO ME" and my moons just blindly walk past it

fervent trail
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cant find config file? ive been told its mom.llama smt but its not here

pine creek
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Aiming for compatibility with this mod and trying find out what happens with the masked model, as i'm unable to change the meshRenderer materials while having this mod on. Only after a few seconds after disabling the "MimicPlayer" component. Could someone give me a quick hint in the right direction, please? Been looking through the source code, without success so far :)

viral obsidian
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I thought the model isn't touched by mirage. Could be wrong tho

amber grove
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I know there's a bug going on with the masked models going invisible, seems to be a game bug though, not a mod bug

warm rivet
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Is this mod able to be used with "Maskedoverhaulfork" or nah

round swan
#

quite a bit of feature overlap but it does anyways. "Dont Touch MaskedPlayerEnemy.mimickingPlayer" should just be enabled in the MEOF config.

deft cape
deft cape
# pine creek Aiming for compatibility with this mod and trying find out what happens with the...

as far as im aware, the only thing i touch in the model is disabling the masked texture, but that shouldn't be causing issues: https://github.com/qwbarch/mirage/blob/43baec0884a39e0ebec8b9718f9836f6f2b30ea1/package/mirage/src/Mirage/Patch/SpawnMaskedEnemy.fs#L122-L128

GitHub

A mod that mimics player voices for Unity games. Contribute to qwbarch/mirage development by creating an account on GitHub.

#

could you show some logs of the error?

pine creek
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There aren't any errors. I go through any meshRenderer in the MaskedPlayerEnemy gameobject and through the 3 LOD SkinnedMeshRenderer and replace the materials. Without Mirage it works, while with it only does a few seconds after spawning the masked. Will continue looking for something that could cause this behaviour later today :)

deft cape
#

@pine creek could you try enabling masked textures in the mirage config and see if that fixes it

fervent trail
pine creek
#

found out that waiting for a frame till changing materials works just fine ๐Ÿ‘Œ๐Ÿป will take that^^

dawn cloud
#

anyone know if its possible to add nametags to the mask?

deft cape
deft cape
dawn cloud
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I will try tho thx

tropic dome
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Set to true to never delete recordings (ignores the option set by DeleteRecordingsPerRound).

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Would this mean after like, 15 hours of play I'd have an insane amount of recordings?

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Tho after game closes they get deleted right?

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Or would they stay anyway?

amber grove
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GI you can either add nametags or just remove all player names

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Also recommended to disable masked spinning on the radar

fervent trail
deft cape
#

if you leave it at false then it'll get deleted when you close the game

deft cape
tropic dome
deft cape
#

better to just wait for v2 if you want something better

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if you want to read up on it: #1200695291972685926 message

tropic dome
#

Oooo very cool

safe sundial
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would you know what is causing mimiced voices to be distorted?

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like the sound of the voices from mobs sounds different than the original voice

lilac saffron
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it has an option to change sound pitch and it affects mirage too

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i found out about that the hard way lmao

safe sundial
lilac saffron
open flume
#

Chat me and my friends played the other night but one of my friends couldn't get this mod to launch. I couldn't figure it out and we just played without it. When the console pops up when launching the game it would give an error and skip Mirage. I was wondering if anyone else has encountered this problem

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For some extra context the musical ghost mod also didn't load

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When I get on tonight I'll try removing ghost mod too

wary garnet
thin sonnet
alpine owl
#

Hello! My friends is gettings these error messages in cmd

runic sable
#

I am getting this alongside this

deft cape
#

mb i completely forgot to look at this channel recently

deft cape
#

usually startup issues is because people are missing dependencies while manually installing

deft cape
#

the last time i've seen that happen was when #1253705079605956640 had a bug, but it was promptly fixed (perhaps you're on an older version of this mod?)

deft cape
# runic sable

are you on windows 10? looks like your'e missing a codec that's likely from an unsupported os

open flume
#

And by musical ghost mod i meant haunted harpist lol

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Either way i probably won't look at it tonight but I'll get back to my computer soon

deft cape
#

could you drop a log just in case

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whenever you're able to of course, no rush

open flume
#

Yeah I'll ask him

open flume
#

Oh he just reminded me that the log crashes after only a few seconds

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it would be difficult to get a log

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The important detail is that even after he re-installed the mod and enabled it but mirage doesn't load in the log like it does on my computer

deft cape
#

i'd try to run mirage by itself first just to isolate the issue and see if mirage itself is an issue for him

open flume
#

okay

deft cape
#

lmk how it goes, ping me if you need help since i might miss the messages here

open flume
#

I would be doing all this in an instant but I don't have his computer lol

deft cape
#

yeah no worries

open flume
#

He tried running Mirage only and got this error

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To me that would suggest it can't find the file

deft cape
#

that's bizzare

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i've never seen that exception b4 once in my life

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very curious why only he's run into this though

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or maybe just nobody else that's had this issue has reported it

open flume
#

crazy rare bug lol, he's the only one of my usual group with this issue

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and I think it worked for him in V50

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if that helps

deft cape
#

hmm

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it feels like an assembly is failing to load for whatever reason if it's erroring at this point

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but i'm not entirely sure either

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no idea if this will work, but could you ask him to maybe try installing mirage with gale mod manager instead?

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and just make sure barchlib is also installed (idk if that modman will also automatically install dependencies)

open flume
#

this gale mod manager is sus lol

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does the yml thing mean anything to you

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we tried gale mod manager

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it didn't change anything

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This is where the mod is located

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I apologize about the profile name

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Interestingly haunted harpist loads

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not sure if that's related to anything

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buy the error is still the same

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@deft cape

deft cape
#

galemodman is 100% safe

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@open flume could you ask him to install only mirage with it though

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and not import your current profile

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just to isolate the issue again

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mirage + barchlib

open flume
#

and bepin'?

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this is a new test profile

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only Barchlib and Mirage

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We might be out of luck tonight

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yeesh

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@deft cape

deft cape
#

damn...

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dont think there's much i can do about that tbh

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sorry couldn't help much

open flume
#

wait if bepin was not installed why does it show bepinex

deft cape
#

bepinex is definitely installed

open flume
#

He didn't get it from the mod browser, Is it just there by default or is there something else?

deft cape
#

most likely

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he could try and manually add it toh is mod list but im pretty sure bepinex is already there

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otherwise like you said, there'd be no logs about bepinex

open flume
#

Okay well thank you trying. You're mod is a fine addition to this game and I do love it

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have some great clips from the "masked"

deft cape
#

glad you like it ๐Ÿ˜„

open flume
#

Might have to try masked enemy overhaul fork while he has this issue in the meantime

deft cape
#

yeah lmk if you ever have any questions again in the future (and just ping me so i dont miss it by accident)

void forge
#

The masked appears as invisible sometimes, I believe its a known bug from here?

thick plank
void forge
#

Weird, i've been playing for too long and its my first time encountering it

wispy fable
#

Does mirage use ai?

tepid lava
#

nope

wispy fable
#

okay thx

tepid lava
#

i heard it will use speech recognition in the future however

wispy fable
#

yeah wasnt sure if it already did that

tepid lava
#

nah rn its just random

wispy fable
#

alr

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the voice is stored locally though right?

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or are the audio files uploaded somewhere

tepid lava
#

local

wispy fable
#

okay

tepid lava
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stored here (at least for me)

wispy fable
#

okay

#

yeah wanted to switch to mirage from the other popular skinwalker voice mod but wasnt sure about the stuff regarding privacy

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but if its local thats alr

tepid lava
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other people should still hear the same thing at the same time

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not sure how exactly it works

wispy fable
#

hmm

wicked wedge
# wispy fable hmm

from my understanding it saves clips of only your own mic (only when lethal company decides its active like push to talk or the voice activity threshold) and retransmits them through the voice chat functions, but places the audio source onto the entity that is speaking in your voice

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and unlike other popular skinwalker mods, because its saving YOUR voice to YOUR computer and then sending it out like its a voice chat function, it says the same thing on everyone's clients at the same time and it sounds like its coming from a player.

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if i'm wrong abt anything please correct me cuz this is just what i've gathered from my experience playing and reading stuff in this channel.

light jacinth
#

pretty much

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oh yeah the recordings also get cleared out when you exit the game (by default, but u could change the configuration for this)

wispy fable
#

okay

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thanks!

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great mod, the fact that every player can hear the voice is really awesome

edgy axle
#

set MuteLocalPlayerVoice to true for greater deception

wispy fable
#

yep :P

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i will definitely do that

scenic ridge
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how do i config the mod? installed manually btw (NVM found it lmao)

rain mountain
#

getting this error on v61
[20:48:11.0470340] [Error :qwbarch.Mirage] RegisterPrefab#``modify natural spawns for masked enemies`` was called while Prefab has not been initialized yet.

solemn ridge
#

as of right now they no longer copy head cosmetics

deft cape
#

that was all morecompany itself to begin with

deft cape
solemn ridge
deft cape
#

nothing really for me to implement though

#

i don't even have anything implemented

#

that's gonna be something i'd have to discuss with 1a3 to see what the issue is

#

@flint heron would you happen to know why it'd no longer copy head cosmetics when used with mirage? to begin with, mirage doesn't copy cosmetics itself, it just lets morecompany handle it

#

in mirage i just select the mimickingplayer and that's about it

flint heron
deft cape
#

checked just in case, mirage sets the mimicking player during MaskedPlayerEnemy.Start as a prefix patch

#

ah weird

#

my guess is that it has to do with patch timings though

#

maybe the new patches applies after mine

flint heron
#

well morecompany does it in SetEnemyOutside

#

so it shouldnt conflict

deft cape
#

hm weird

flint heron
#

tbf i dont actually remember if i tested masked enemy

#

cuz ik i tested the dead bodies

#

I'll give it a try in a few mins and see if it works with just morecompany

deft cape
#

ah sounds good

solemn ridge
#

If not MoreCompany I suspect GeneralImprovements if it has a patch for it

flint heron
#

actually nvm i see what you mean

#

that's intentional

#

since it didnt make sense for head cosmetics to show as masks look weird when overlapped over the masked's mask

#

hmm i guess i could have it enabled by default then if SetMaskType gets triggered it hides it

rain mountain
#

i think just a simple option for this behavior makes the most sense. it doesn't matter for me personally since i used Mirage but i imagine there are people who would like to display the cosmetics regardless of how it interacts with the masks. that's how i would want it personally if i wasn't using Mirage

umbral galleon
#

Question, how does that rate work ? It's a multiplicator of base rate, a new rate or something else ?
We got 2 mask on almost each moons with friends, so we try to understand how rate work.

(Also, a lot of mask were doing weird things, like walking slowly toward a corner and stay here. It's the normal mask AI, something from this mod or from another?)

#

Also the " Maximum number of natural spawns a masked enemy should have." is set to 2, but we managed to get 4 different mask one time (3 Natural and me who was "eaten") We suspect it's another mods who do a "More player = More spawn" thing but we aren't sure

spare comet
#

does mirage work with v60?

thick plank
#

I think the grouping and waiting is vanilla, I donโ€™t think Mirage messes with AI at all

thick plank
spare comet
#

oh whats wrong with it

thick plank
#

Not copying cosmetics correctly right now

deft cape
#

so it's the % chance a masked spawns, each time the game attempts to spawn an enemy

#

which is why 15% is actually quite high

#

the issue with having it set to max 2 masked but you having more than that is because another mod is overwriting the value

#

so in this case you'd have to find out what other mod you have that modifies that value and then adjust it there

deft cape
#

i'll look into that later tonight most likely

deft cape
spare comet
deft cape
#

4:34pm, so probably will look into custom spawns in a good 6 hours or so

flint heron
#

just to make sure I'm not missing something it's specifically head cosmetics that aren't working right?

flint heron
#

kk cool

solemn ridge
#

Everything that can be on the head

#

Hats, goggles, masks

#

Etc

flint heron
#

yeye

onyx summit
#

So is it not recommended to use mirage right now?

solemn ridge
hollow violet
#

I didnt have any personal issues with it yesterday, i think the only issue looking up is the custom spawn config (which can be disabled looks like)

onyx summit
#

Cool. I took it out for awhile for rotation purposes. Now that they are use to silent mimics again I'm wanting to add it back in.

solemn ridge
onyx summit
solemn ridge
#

I did lol

onyx summit
#

You're truelly my hero! lol

#

I will leave you a gift next time i'm in seichi tonight

thick plank
subtle ridge
#

whoever made this mod is a genius

#

thats all i have to say

swift violet
#

tho

wispy fable
#

Okay

onyx summit
#

So the result of the Mirage Surprise return. The first talking Mimic baited a player and as they grabbed her he said I've got something to show ya! ๐Ÿ˜† ๐Ÿคฃ ๐Ÿ˜‚ Such a perfect return.

Then later a Mimic sneezed and the player said bless you to them.....we were all dead ๐Ÿ˜†

wind crown
#

Suggestion: Set a gigabyte limit for IgnoreRecordingsDeletion so that it deletes according to the space

And also please add a chance for a mob to be a skinwalker

tepid condor
#

Ngl feels like it does use ai bc how often it randomly picks the best lines lol

wind crown
#

are the changes you make in lethalconfig ingame for mirage realtime or do you have to restart the game?

wicked wedge
#

is there any way to prevent mirage from just storing like keyboard clicks or computer fan sounds and playing those back?

#

my friends dont hear them thru my mic but the mimics tend to repeat them

wind crown
#

whats the chance for a skinwalker to change the pitch of the playback? would be nice to be able to configure this

lilac saffron
spring tangle
#

Does anyone know the path where the voice clips are saved to?

latent depot
#

Does anyone know how big the voice clip files are? Kinda cautious about letting it save indefinitely bc of space concerns

tawdry bough
#

pretty sure its lethal company steam folder.

wind crown
#

Aren't collected audio files automatically deleted when you join a new lobby?

I have deleterecordingsperround set to false

and

ignorerecordingsdeletion also false

latent depot
#

No yeah I mean that I'm pondering toggling ignorerecordingsdeletion because that'd be fun as fuck, but worried about the size

#

but since its seconds worth of voice clips realistically theyre probs small

wind crown
wind crown
latent depot
#

Cool that gives me a pretty good notion, ty!

latent depot
#

not when you join a new lobby

wind crown
latent depot
#

huh

wind crown
#

idk

latent depot
#

maybe its best to ping @deft cape for this

wind crown
#

the folder contains 171MB

#

661 files

#

im wondering how it works when you enable it so that it never deletes files... do newly joined clients just automatically download the audio files from the others so that it syncs properly between the clients?

#

@deft cape

wind crown
#

I think this belongs in here:

rain mountain
sturdy python
#

I think it sends the file for others to read when it is going to get used and doesnโ€™t get saved for other playerโ€™s or something like that

rain mountain
#

yeah pretty much

deft cape
#

doing something rn so i'll get to your questions later

tepid condor
#

should disable spawn overhall fix there being like 7 mimics spawning in? we have it as default 2 but vow has so many for some reason

deft cape
deft cape
#

oh i just scrolled up and it looks like everything has already been answered ๐Ÿ˜‚

tepid condor
#

is there any known mods that do that atm?

dawn cloud
#

Any new progress on v2

tepid condor
#

i looked into my mods and the only thing i saw that could do somthing was diversity and the more emotes

solemn ridge
wind crown
#

wasnt there once someone who worked on keyboard sounds not getting picked up by mirage?

tight ivy
#

does anyone else have the problem where the masked have laggy repeating voices sometimes?

light jacinth
#

oh no mo keyboard sounds being picked up in v2 fr? ๐Ÿ˜ฎ

raven condor
#

hi, just wondering if the mod works with v62?

quartz grove
#

I'd assume it does

tepid condor
#

ye

shut sapphire
#

question there are no enemies except masked how to fix this

#

maybe I need to change config?

lethal rune
#

hello everyone, I have a question about the mirage mod, how to make a mimic (friend) appear after the death of a friend? and also so that these facial expressions appear on their own?

thick plank
thick plank
deft cape
deft cape
#

not sure what you mean by facial expressions, but if you're talking about cosmetics, that's handled by the mods that applies the cosmetics themselves

deft cape
#

still a bit burnt out from coding rn though so im still taking a break for now, no clue when i'll be working on mirage again

solemn ridge
#

I use DisssonanceVoiceSettings so keyboard sounds and stuff never get picked up by mimics anymore

#

I just need that fix for the volumes being too loud

solemn ridge
#

It's an oversight

deft cape
#

o

#

@fiery hazel can u elaborate a bit ๐Ÿฅบ

solemn ridge
deft cape
#

that's only for the local player

#

all other player's volumes are set by the volume mixer or w/e it's called

#

i'll have to go dig for it rn

solemn ridge
#

Yeah cus he said there's no setting to lower other players from his look at the code

deft cape
#

AFAIK this should follow the volumes set by the sliders

solemn ridge
#

I wouldn't be surprised if maybe the volume mixer calling stuff just stopped working at some point, in which case you could add a config option probably to adjust the volumes when you add support for the new enemy

bold ruin
#

Is this host-sided or normal client sided

#

Because if its client sided

deft cape
#

everyone needs it

bold ruin
#

IM SCHITZO

deft cape
#

can't sync voices without everyone having it otherwise

bold ruin
# deft cape both

As in if i host with the mod and others join and dont do they still hear voices at all?

#

Aka is everyone having it only for syncing

deft cape
bold ruin
deft cape
#

cuz voice clips are sent over network

#

in order to do the syncing

bold ruin
#

How to become schitzo in lethal: this mod being the only one having it

deft cape
solemn ridge
solemn ridge
#

Lol

#

It could just be code that changed

#

XD

bold ruin
solemn ridge
#

Cus I can always tell out mimics now cus they're so much louder

#

Hehe

bold ruin
#

Are there any enemy mimic voices mods that are host sided where only one needs the mod and all hear it

deft cape
#

idk maybe zeekers changed what controls the sliders?

solemn ridge
# deft cape ๐Ÿ˜‚ ๐Ÿ˜‚

Well I mean are you planning to push out an update that adds support for the new enemy soon? Since you're prioritizing V2 stuff a workaround would just be a config option to adjust the global volume of all mimic voices

deft cape
#

oh right i forgot there's new enemies

solemn ridge
#

Ye

deft cape
#

i'll try and get to it in the next couple days

solemn ridge
deft cape
#

if i forget just ping me again

solemn ridge
#

Will do lol

bold ruin
deft cape
#

but i honestly have no clue where to start looking at

#

if the audio mixer group is no longer the thing

solemn ridge
#

It's gotta be something simple to fix

deft cape
#

hopefully ๐Ÿ™

solemn ridge
deft cape
#

lmao the drive-by clip

flint heron
deft cape
flint heron
#

Since you can't create audio mixer groups on runtime

#

So the extra players re-use an existing audio mixer group

deft cape
#

thanks, sounds like it'll be an easy fix then

deft cape
thick plank
flint heron
sour vault
#

has anyone every had an issue with the mimics not attacking players while using this mod? i tried it for the first time yesterday and the mimics would just stand still when they spawned in.

bold ruin
sour vault
#

ok! pretty sure it was over a minute. got stuck staring at a coil head and the mimic popped out of the vent in front of me ๐Ÿ˜‚

thick plank
warped sierra
#

excuse me for asking something dull but does mirage still working right now with v62? (i'm not good at english tho)

tepid lava
#

it does from what i know

warped sierra
tepid lava
#

If you talk in a certain language it will use said language, because it just records you and ur friends voices

warped sierra
#

i see

#

i thought like

#

i need to say exactly "is anyone here" to make mimic said "i'm here"

tepid lava
#

Iirc thats going to be a thing in v2

warped sierra
#

oh i see

#

like they're smarter?

tepid lava
#

^

#

and this is what is planned

warped sierra
#

i need to use google translater to translate it XD

#

anyway that's all i need to know, tysm

warped sierra
#

excuse me, how could i find tutorial about installing this mod?

bold ruin
#

For the new ai stuff, so if you are convincing you can make a masked a helper until it remembers that its supposed to kill you

tepid lava
rain mountain
#

mindboggling that there are still people that use TMM

bold ruin
tepid lava
#

TMM and r2modman are extremely slow for me

#

i'd always recommend gale

#

id only recommend r2modman for compatibility with games that dont use bepinex

#

and never TMM

bold ruin
rain mountain
bold ruin
tepid lava
#

i find TMM extremely bloated for what it does

rain mountain
#

it's bloated, slow, invasive and full of ads

tepid lava
#

you never really realise how fast other managers are till you try it yourself

bold ruin
bold ruin
#

And i dont actually notice them lol

tepid lava
#

i'd say at least give it a shot, there's no downside to trying, but thats fair enough

merry copper
#

Hey, I'm just wondering if this mod works on v62? Thanks

merry copper
#

Yay :D

tight grove
#

Does Mirage work on other languages? or is it only English?

tepid lava
thick plank
lethal rune
#

hello everyone again, my friend and I had a problem, the MaskedEnemyOverhaul and MaskedEnemyOverhaulfork and Skinwalkers mod does not work for us, why?

#

it doesn't even work on the old version

thick plank
lethal rune
thick plank
thick plank
#

Like where is the config? In r2modman click config editor then click Mirage

lethal rune
#

And what's next?

#

can you tell me how to set up the mod correctly?

thick plank
#

Thereโ€™s a setting to make it spawn masks when people die

#

Itโ€™s a % chance, you can set it to 100 if you want

runic sable
#

mirage still doesn't work on my end, but If I'm host it works...?

formal juniper
#

bro i feel like it doesnt work

#

@deft cape

#

i feel like only my voice is being recorded

#

its working but most of the time its me

thick plank
#

Mod definitely works

deft cape
#

@runic sable @formal juniper does everyone in your groups have the mod installed

formal juniper
deft cape
#

@formal juniper can you ask one of your friends for their logs, just so i can debug a bit

#

there should be an option on r2modman (assuming you're using that) to copy the logs

deft cape
deft cape
#

tmm is the same as r2

#

so u can grab the logs the same way

formal juniper
#

okay but they are currently asleep so ill send it in a few hours

deft cape
#

yeah no rush

fading sapphire
#

Hey i'm really sorry for Necroing this but i've just got this recently quite a few times after coming back to Lethal, did you manage to find a solution or narrow it down to Mirage?

#

Reading more into it LCMaxSoundsFix seems to be the culprit, snuck into my pack via Starlancer Moons, sorry for the ping Lun, nice seeing you all again though!

tawdry bough
polar skiff
#

Mirage is working with v60-62 right?

ionic shoal
fading sapphire
ionic shoal
twilit monolith
#

I really hope it's not, unless there's some other alternative available lol

thick plank
#

I havenโ€™t hit the issue a single time in the past few weeks using Mirage and LCMaxSoundsFix

#

15-20h of gameplay with 8 people

rigid frost
#

@deft cape is it possible to make masked enemies drop their mask upon death?

bold ruin
#

Theres actually already a mod that does this

#

Cant get its link rn tho

rigid frost
#

oh is it TakeThatMaskOff?

bold ruin
smoky berry
#

guysss

#

is there a possibility

#

or maybe WILL be a possibility later

#

to change a pitch for some mobs

#

like, lets say flowerman will have a +6 pitch which will sound deeper

#

there is that thing in skinwalkers mod, but iirc its not configurable

ionic shoal
ionic shoal
alpine sigil
#

does local volume option work?

#

also, idk if mirage can control it but, itd be sickl in the maskeds could hold items occasionally

nova harbor
tawdry bough
nova harbor
deft cape
deft cape
#

i still need to fix volume sliders for MoreCompany players (it currently only works on vanilla)

#

i'll try and get to fixing/changing the v1 things that were mentioned over the past few weeks

#

sometime this week hopefully

alpine sigil
#

sweet man, this mod rocks btw!

deft cape
#

thanks glad you like it ๐Ÿ˜„

thin sonnet
gusty remnant
deft cape
wispy fable
#

Does the configuration option sync for modded enemies cloning voices?

#

As in, is it enough if I change it in my config as the host or do my friends need to change their mirage config as well?

onyx summit
#

Any idea what causes mimics to sometimes be invisible with just their gear showing?

thick plank
#

I brought that up and someone said it was a vanilla bug

#

But in vanilla you canโ€™t see them at all so you donโ€™t notice

#

Happens once in a while to me

onyx summit
#

Also @deft cape this mod is great! You have no idea the hell mimics have put is through. Their voice lines have been way too accurate for their situation. Had one at main as I parked the cruiser tell me "Fiend is still alive in main." So I get out and respond with I'm here to take care of it ๐Ÿ™ƒ .......nope no I wasn't cause there was no Fiend at main just a super smart mimic.

Had another one singing her elevator music WHILE HITTING THE BUTTON to ride the elevator WITH ME ON TOP OF IT. Like how? How did the Mimic know to sing in there?

Another Mimic shows up to another player and says "I thought you were gonna wait for me" he trys to respond back to him but yeah you know what happened.

deft cape
deft cape
rigid frost
#

it seems like players who are converted to masked then teleported to the ship, then killing the masked doesn't sync with other clients

solemn ridge
#

I'm tired of mimics blaring my ears

onyx summit
rigid frost
#

It happens consistently for us (me and my friends), and effects you even if you're host or client

#

I do play with a big mod pack so it could be an incompatibility

onyx summit
rigid frost
#

naturally spawned enemy concerts a player into masked -> masked player then gets tp'ed to ship by another player -> player kills masked but spectating clients still see masked as alive and trying to kill player (player remains unharmed)

#

the masked ai still works correctly, it's just its death isn't syncing

onyx summit
deft cape
deft cape
#

@solemn ridge will probably be able to get to it tomorrow actually

solemn ridge
#

I'll be so happy if it releases before stream

#

lol

deft cape
#

if i have time tonight ill just try and release the fix just for that first

#

and then release the other stuff i had planned

#

which i dont quite remember, gonna have to scroll up to see lmaoo

solemn ridge
#

Yeah the fix for voices being too loud is gonna be fantastic

#

Can't wait to be fooled by mimics again

#

XD

deft cape
#

yeahh mb for taking so long lmao

solemn ridge
deft cape
#

@solemn ridge oof i have a bit of a problem, my account's git lfs (storage) is full, so github won't let me even download the v1 code

#

gonna have to contact github and wait for them to fix that b4 i can even work on it

fossil crag
#

Hi!! I sent this issue in #help-and-troubleshooting :
Hey! We're having an issue with one of our players and Mirage where they were having audio processing issues (their mic would spit out a loud buzzing, I can send a video of it). Is there any way to fix that? They had the same issue with Skinwalkers and we were really hoping to be able to use one of these mods. I'm so sorry for both the other mods in the video and the loud noises in the clip but these are the three noises we've been hearing pretty consistantly. We tried push to talk but as soon as they press push to talk, it'll make the noise again (show in the last example)

deft cape
fossil crag
#

thats okay!! pointing us in a different direction is still an answer!! thank you!

#

So even if we were only using in game chat, it would still be discord?

#

Because this only has ever happened when we've had either mirage or skinwalkers in a pack, we have a day-to-day pack we've used and this sound issue doesn't come up at all. Could it be any sort of update issue they need to do? We just really want to be able to play with these mods

deft cape
#

i honestly have no clue why this would only happen when skinwalkers/mirage is installed, since neither mod touches voice chat, other than recording the audio taken from the voice chat system that the game uses (dissonance)

#

does your friend happen to maybe use a very non-standard microphone setup? like it recording as dual-channel audio or something? (if they don't know what that is then the answer is most likely no)

fossil crag
#

I was just asking and they said they don't know (but it's a corsair wireless headset which i would assume is standard)

wintry spoke
#

A bit of data for y'all! Someone posted a clip with this same issue in Zeekerss' official server.

#750645985411203182 message

#

(At least, I'm pretty sure it's the same issue. There's a resemblance!)

fossil crag
#

I am not in Zeekerss' server, was there any solution posed there? Or is this a case of collecting data and waiting/trial and error

wintry spoke
#

Nope, no solution there, just a request for help.

fossil crag
#

Ah okay!

#

We rebooted the file without mirage in our pack and haven't been able to recreate the noise

wintry spoke
deft cape
#

oh that sounds more like what i've noticed before, but that happens with no mods installed for me

#

mostly during frame drops, at least for me

granite musk
#

the only audio bug i ever had was people drowning, died, and the they keep the drowning audio lol

spring laurel
#

How much it happens is mostly internet speed dependant, but the game loading can also cause it

solemn ridge
reef meteor
#

Hello, recently i've been playing with some friends using Mirage, and whenever we get close to the ship we get this error on the console infinitely, making the game super laggy after a bit

#

the error only triggers whenever there's someone in the ship, getting out of the ship makes the error stop

reef meteor
#

the error only happens with morecompany installed

flint heron
reef meteor
#

That fixed the issue, thank you!

onyx summit
#

What is Mirage experimental? Is that like a beta test for new features?

gaunt grotto
minor apex
#

if friends use compatibility checker as a dependency but don't wanna hear voices lobby compatibility checker wont let them in im trying to have a pack that anybody can join

deft cape
#

lobby compatibility is already a soft dependency, just leave it uninstalled

#

although just saying, using mirage for only some members while others don't have it installed doesn't make too much sense

#

people without it installed won't ever have their voices played for anyone else

#

in that case you're better off installing skinwalkers, it's better for such scenarios like yours, and public parties

minor apex
#

i like testing my modpack with random players to speed up testing to make a stable fun host pack with optional mods but some get locked out and thats that

deft cape
deft cape
minor apex
#

ok

#

yea i have 130+ mods going and mirage was the only thing locking the join button for players

deft cape
#

yeah cuz on lobby compatibility mirage is marked as being required by all (since if not everyone has it, it just doesn't work as expected)

#

without lobby compatibility installed ppl will be able to join the lobby

#

and ofc functionality won't be there but im assuming ur fine with that

minor apex
#

yea

#

just cuts random joins in half on me sry for bothering u

deft cape
#

Mirage released v1.8.2:

  • Fixed a volume bug when playing with MoreCompany.

Thanks to 1a3 for the fix, as well as Lunxara and JacuJ for testing it!

quartz grove
deft cape
#

also for anyone wondering, if i have time tomorrow i'll be adding the enemies from the new update (if there's any)

granite musk
#

theres one after v60

weary quiver
#

Hi, not sure if this is a mirage issue but I got the zombie apocalypse from MaskedEnemyOverhaulFork going and im having 2 issues with how the masked are behaving. Im using MoreEnemies to crank up the spawnrate and one probem is that a lot of them seem to gather at the main entrance and constantly go in and out instead of exploring (see pic). The other issues is that when killing masked their corpses seem to still block shotgun shells like an invisible wall. This is a proplem for when their in a large group like in the pic. You have to lead them a considerable distance away from the corpse to deal damage again.
Just wondering if anyone else dealt with a problem like this or if anyone knows a mod that could at least fix the pathfinding.

solemn ridge
#

You should probably not blame other mods when you're using a buggy setting

weary quiver
#

Not blaming, just trying to find a solution

solemn ridge
#

Turning off Zombie Apocalypse is the easiest solution, if you want a certain amount of masked enemies to spawn Mirage can handle that there's not much reason to pair the 2 mods together

#

With the spawn curve setting in Mirage you'll generally have masked enemies all spawn together

weary quiver
#

Alright, ill give it a try. Thanks

weary quiver
#

Problem still seems to persist even if i have zombie mode off

granite musk
#

well when u have zombie mode off u technically doesnt need maskedoverhaul at all ๐Ÿ˜‚

timber notch
ionic shoal
ionic shoal
# weary quiver Hi, not sure if this is a mirage issue but I got the zombie apocalypse from Mask...

Vanilla masked have a habit of gathering at the same place, sometimes a corner sometimes the main entrance.

I don't have a "vanilla perspnality" in my mod, but with the way things are working atm if you wanted vanilla like behaviour, you could install my mod (Lethal intelligence) and disable all personalities except "aggressive", that's the closest to vanilla that's not vanilla AFAIK..

The only reason I'm suggesting this is, unless my mod is somehow broken by other mods, the masked won't congregate anywhere, won't do all the same thing, etc.

I used to use maskedairevamp (which Lethal intelligence is a progression from) and mirage, we used to have 10 masked at the ship (I think before mirage had a mask limiting setting)

We never used apocalypse mode or any other spawn increase mods, we just used default settings in mirage at the time, the only difference from now and then is now I believe mirage limits to 2 masked. (Which can be changed im sure)

weary quiver
#

Also for context im trying to get a zombie like game going. Only masked enemies, nothing else. So i do still need to use masked enemy overhaul otherwise other things will spawn.

young kestrel
#

how does mirage send audio from other clients? I looked in my Mirage folder and I can only hear myself

light jacinth
#

u locally store ur own recordings.. no one elseโ€™s

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basically u stream ur own recordings to others via the host when needed

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so itโ€™s correct that you only hear yourself

young kestrel
#

So if I was to manually delete all the recordings in that folder, it wouldn't cause an issue?

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Or at least delete the ones with keyboards, lip smacking etc

modern trail
onyx summit
#

Bruh what did you do to your Mirage mimics!? Why are they so SMART! One Mimic chased a player up a ladder and said "I'm going up". I had another look like it was helping me grab loot and say to me "I'll take this back" someone hit my Mimic with a shovel and he responded with "oh Shovel" one killed someone and then said "I'm sorry"

#

They have even been saying people's names to the correct person and baiting them.

Shall we send you all of our therapy bills? ๐Ÿ˜†

tepid condor
#

Yea I agree they are somehow very good at randomly picking quotes to use

minor apex
#

they never take context so they are random and thats just a good dice roll

ionic shoal
# weary quiver Seems to fix the issue, but they dont seem to attack me. Like their too focused ...

i modified their vision, it maybe that it still needs tweaking, but depending on personality, they also have a set time before they notice you, something that I will change in the future to be a different method of determining if they "aggro" towards you, but SOME personalities are not meant to pay attention to you, they are meant to pretend like its normal seeing you, rather than beelining to maul your face, thats why i suggested aggressive, as they should just be like "player RAWR player" xD

ionic shoal
young kestrel
#

I've turned on ignore deletion

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But I was wondering that if I was to manually delete clips, would that cause any issues?

minor apex
#

then i can have people join without issue as an option

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so basically we gotta remake the mod to not restrict joining over lobby compatibility so players dont get grey join button@deft cape

#

yea?

#

basically all we can do is remake the mod to not do that compatibility check thing right?

minor apex
#

not selling or sending a modified version just my friends learning from it and remaking it to learn some stuff

deft cape
#

uh i mean

#

lobby compatibility is optional for mirage

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at least for now

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so without it there's no enforcing all clients to have it installed

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so im not really sure what the problem is

deft cape
#

LMAOO

minor apex
# deft cape AYO ๐Ÿคจ

i was told that you put the compatibility level in the mod urself and we would need to disable it to let players join us with compatibility checker

#

letting random players join in it would help speed up testing by allot

#

more testers tells you whats wrong fast

#

just want an option to use it in a pack that wont lock anybody out for unknown reason

deft cape
#

yes but why not just not install lobby compat

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it's a soft dependency for a reason

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i dont want to have to maintain two version of the mod

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u wont get locked out if u dont install lobby compat

wispy parcel
#

I have the spawn on death set to 0, but it still spawns on death 100% of the time.

Also, I have natural spawn rate set to 10%, but every moon one would spawn around 3pm.

Anyone ran into this before?

Tried doing a bit of searching but it's a bit weird when there's sub threads.

#

This is whilst duoing with a friend with the same mods and configs.

wispy parcel
onyx summit
deft cape
#

since spawn on death spawns it instantly right where the masked enemy died

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natural spawn at 10% is really high and basically guarantees a spawn

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it's not a spawn chance for the round, it's the spawn chance every time the game attempts to spawn a monster (at least from what i remember)

wispy parcel
deft cape
#

i had it set to spawn every round basically

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which reminds me

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i wanted to turn the default down

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probably gonna have it at 4% on the next update

deft cape
#

i feel like more likely you're just having natural spawns

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max # of masked enemies gets overwritten by a lot of mods

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idk which mods but ive noticed a lot of ppl still have more than the cap

#

never had that issue personally but i dont use that many mods so

minor apex
deft cape
#

i thought you have it

#

if you don't have it then it's not supposed to lock

minor apex
#

dont need it

deft cape
#

mirage doesn't have any blocking mechanisms

minor apex
#

it dose still on other clienst with compatibility checkser

deft cape
#

even if i removed the lobby compatiblity attribute nothing is gonna change

#

yeah then tell them to uninstall it

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cuz that's lobby compatibility working as intended

minor apex
#

"random joins"

deft cape
#

well then ur out of luck

#

cuz that's an intended feature

minor apex
deft cape
#

i still recommend just using skinwalkers

#

it works better when not everyone has the mod installed

minor apex
deft cape
#

i mean public lobbies is fine as long as they read why they can't join the lobby

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aka if a mod isn't installed, they install it

minor apex
#

they can join me just fine without compatibility checker adding it creates a lock

deft cape
#

mirage doesn't work great if not everyone installs the mod, which is why lobby compatibility is there for ensuring everyone has it

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look im not going to change the lobby compatibility flag

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it's working as intended

minor apex
#

i only want it to spice up the game if a friend joins my lobby of random players

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i can have 20 people in but one gets extra fun

deft cape
#

the problem is if i changed the flag just for you, then people who actually are using lobby compatibility as how it's intended wouldn't know they're missing mirage

#

so i'm gonna leave it as is

#

and i don't wanna maintain two versions of the mod

minor apex
#

ohh

deft cape
#

not to mention thunderstore releases doesn't support anything like that anyways

#

like the people who are joining and can't join because they're missing mirage

#

that's the point of lobby compatibility

minor apex
#

why dose it use lobby compatability anyways?

deft cape
#

you're supposed to see what mods are missing

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and install them

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it doesn't

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it's a soft dependency

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meaning it adds support for it

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but if you don't use it that's fine as well

#

different story for v2 bcuz i need some of the features later on

#

but as of right now it's a soft dependency

minor apex
#

but i dont even have it it just says no to people withg the push mod

deft cape
#

well u said the random ppl joining have it

#

so that's a them problem

minor apex
#

any mod that has it as a dependancey the users are getting locked out of my lobby over mirage i have 130+ mods that wont do this crap also i can host in vanilla

#

ill see what we can do

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basically this mod wont let me test things properly with my host pack unless i modify it

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most my mods are making fun for players in just more company

#

optional mods that could sync would be nice

deft cape
#

mod working as intended

minor apex
#

lobby compatibility = verry slow to get random players

deft cape
#

they should be installing mirage if lobby compatibility says it's needed

#

if anything this sounds like you should be asking the lobby compatibility devs to ignore the checks if a client wants to ignore it

minor apex
#

somebody in troubleshooting said you set the compatability level

deft cape
#

yes

#

working as intended

minor apex
#

do you care if we modify it a bit not gonna release it

#

we make lots of custom stuff so players can join with just more company but now we have to break compatibility crap

deft cape
#

as long as it's not hosted on a mod platform like thunderstore then no

minor apex
#

alrighty

#

is it fine if i pass you a version of the mod once the weed server messes with it?

deft cape
#

u dont need to

minor apex
#

oke

deft cape
#

as long as it's not on thunderstore or whatever

#

you can do whatever u want with the source code

minor apex
#

epic

gaunt atlas
#

maybe you could use a patch instead of just reuploading the mod

deft cape
#

dont think u can do that since it's an attribute or whatever that shit's called

gaunt atlas
#

aw

minor apex
#

only mod ever uploaded from weed server is fortnitemod its the only totally custom one

gaunt atlas
#

btw weed can you send me an invite to your server?

minor apex
#

ye

gaunt atlas
#

in dms

deft cape
#

if it's your own servers it's fine to host there

#

doesnt really matter to me

minor apex
#

thank you

minor apex
oblique galleon
#

@deft cape pls make driftwood yeet host only

minor apex
#

whats that

oblique galleon
#

Greatest mod on earth

minor apex
#

oooh

#

i wanna see

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oh i dont play with modded mosters ๐Ÿ˜ฆ

oblique galleon
#

missing out

minor apex
#

rarely play with mods like that as i like meeting random players

#

i dont add extra stuff we just mess with the stuff thats in the game already

wispy parcel
mild solstice
#

heya, with the latest version of mirage (1.8.2) im getting
[Error : BepInEx] Error loading [qwbarch.Mirage 1.8.2] : Could not load file or assembly 'FSharp.Core, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
in the logs and it wont load into the ship spamming the console with

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () (at <895801699cfc4b4ab52267f31e2a4998>:0)

any ideas?

#

loads up normally without errors when i remove it

deft cape
#

i recommend just using a mod manager to avoid missing dependencies like that

mild solstice
#

its in there

#

along with the other 2 dependencies

deft cape
#

most likely you're just seeing natural spawns and another mod overwrote the max number of masked enemies so you're seeing more natural spawns

deft cape
#

it'll solve everything

mild solstice
#

i mean thats what i use

#

i see the issue though

#

it fucked up and only made the folder for barchlib, downloaded nothing inside of them

gaunt grotto
deft cape
#

maybe your antivirus deleted them?

mild solstice
#

nah, checked

gaunt grotto
#

-1 computer to the botnet

deft cape
#

๐Ÿ˜‚

mild solstice
#

ill just download it manually and put the core files there, thanks for the help!

#

yep, works like a charm now. time to get bamboozled.

finite lichen
#

I have been ambushed by a mimic, only for him to perform a fortnite dance
(TooManyEmotes compat. love it) while using my voice to say "I know it looks bad, but it's gonna be way worse." and proceed to step on a goddamn mine.

Love the randomness

wispy parcel
# deft cape most likely you're just seeing natural spawns and another mod overwrote the max ...

I'm guessing you've forgotten, but I've already described in detail that it was not a natural spawn, and I do not have any other mods that touch spawn rates or that entity.
The 2nd masked entity was spawned from my dead body instantly after being killed by the first naturally spawned entity, and no corpse remained.

As I mentioned in my previous message, can the masked entities "infect" after killing like in vanilla, even if the SoD is at 0?

deft cape
#

infecting behaviour is untouched

#

so it still works the exact same as vanilla

#

spawnonplayerdeath is a mechanic for other types of deaths

gaunt grotto
wispy parcel
wispy parcel
# deft cape infecting behaviour is untouched

Ah so it's a spawn on "other" deaths, not on "all" deaths.
That'll be why I was misled, as I assumed on "death" by itself meant all death in general, including the infecting.

Thanks for clearing that up.

I'm guessing English is your second language? As I'd mentioned a few times it was due to the masked mimic killing me ๐Ÿ˜…

Is there a mod or option to turn off the infecting mechanic? I've searched but couldn't find anything.

Thanks again.

gaunt atlas
deft cape
#

yes the name could be renamed to something different

#

but that's why i was saying it's not because of spawnonplayerdeath

#

turning off the infecting mechanic is possible but you'd have to ask someone to make it if it doesn't already exist

deft cape
#

i don't remember the internals of this mod much since it's been so long since i've been working on it so i can't give a direct answer to that

wispy parcel
# deft cape the reason why i assumed you were misunderstood is quite literally because the m...

I understand that now, however, at the time you simply stated the fact without specifying why, which led to confusion and our back and forth on the matter, especially since the wording of the config option doesn't specify either.
It reminded me of talking with my wife ๐Ÿ˜ญ ๐Ÿ˜… sorry.

At least I know what's happening now, thank you.

How long would it take to create or edit the string to turn off infecting?

haughty sierra
wispy parcel
thick plank
#

Thatโ€™s just for reference tho, I could see 4% being a good default since when people first install the mod you want to make sure they see Masked fairly often.

#

We like it lower because if you see them every round theyโ€™re less likely to trick you

deft cape
#

hm that does sound pretty nice, i'll consider setting 2% as the default

#

i originally wanted it to spawn every round but i see why thats a bad default for most ppl

haughty sierra
wispy parcel
wispy parcel
finite lichen
haughty sierra
wispy parcel
#

And you're clicking on "start modded"?

haughty sierra
wispy parcel
#

I'd recommend you do. Zero issues with the platform so far.

tepid lava
haughty sierra
wispy parcel
#

Bit weird, works for me, as long as you have bepinex.
Maybe post your config settings related to the masked entity for the mod dev to help you out when they're on.

haughty sierra
amber grove
#

how's the progress on the AI stuff?

ionic shoal
wispy parcel
ionic shoal
wispy parcel